Due to the ability to research spells, players start with much fewer spells now

Arcane Bolt has been removed

Growth has been removed

Mark/Recall have been removed

Stabilize Vortex has been removed

Mage villager model and texture have been changed

Spell Books can now be cycled through by sneaking then using the mouse wheel

Spell Books will only cycle through slots that actually have a spell in them. If you have no spells, it won't cycle at all.

Spell creation now allows channeled spells and regular spells to be combined

Spell Creation now has sound effects

Astral barriers now block endermen

The removal of MCore has forced me to postpone the API for one more release, as it has drastically changed how it will work

Version beta 5.37.006

The main config file has been moved - it is now at /config/ArsMagica/AM_Main.cfg. The format hasn't changed so you can copy the old one in and rename it.

This update requires an MCore update.

One of the biggest problems that I have had with Ars is the inability to find those last few spells. To that end I have implemented a new block to help with that. The Spell Research Table. Simply toss in 3 of the same essence (which determines the affinity of the researched spell), any lost journal fragment, a feather, and an ink sac (shift click will show you where to put them). The block will go for 3 minutes, then give you the recipe for a spell you don't already know within the specified affinity. This process currently seems "blah" to me though, and I will likely change it. In addition, the block needs essence power, 100,000 to be exact, and will not start until it has all of it.

Added Mana Batteries - these can be placed anywhere and will draw power from a nexus when powered by redstone. They hold up to 250,000 power, and are recognized as a nexus by other power interaction blocks, though you must recharge them using an actual nexus. They can be eaten by the nexus as well, and will charge it with their internal capacity (or if empty, the cost of the materials). They can be fabricated.

Added a new spell - Radiant Shield. You emit a burst of light that repels enemies, deflects spells and arrows (most of the time), and on augmented, lights the undead on fire. The particle effect doesn't disappear properly in SMP - use it sparingly there. A re-log will remove any artifact particles.

Ars Magica power is now configurable! When launching for the first time, Ars will attempt to calculate power values. Anything it can't find a power value or recipe for will be outputted to the power config file under /config/ArsMagica.AM_Power.cfg. It is sorted by mod internally. There's no need to set anything that is prefixed with "tile" - that shouldn't be in there, and won't have any effect.

Added the lectern block. This accepts written books and the Thaumonomicon and will display them. Right clicking the lectern will open the UI of the item inside. Shift + RC to retrieve your item (or break the lectern). Very useful for the TC lab!

For those of you who have access to beta particles, there is a new one called "radiant".

Mobs can be individually disabled via config

Spell recipes in the inscription table should display correctly now.

Hooked in with Forge ID/Block reassignment - this should help with many of the ID conflict issues people were having

Added deficit crystal - this is something for a neat project Tofski and I are working on. Shhh! I wouldn't throw it into your nexus...or would I?

I've postponed the API until the next update - it's not ready, but I figured I would give you the rest for now

Version beta 5.36.045

ground runes now work after saving and loading the game

ground runes now properly record their caster

mobs will now know it was you who placed the rune and attack you accordingly

breaking a pure vinteum crystal no longer crashes the game

Flight code should no longer conflict with other things that add the ability to fly

Fixed Sow the Seeds descriptive text

Mana potions are not stackable anymore (as was intended)

Spells are now listed alphabetically in the inscription table

Fixed "Generated Item Not Found" bug on recipe scrolls.

Light and Dark Magi now hold the proper items

Added Jolt spell

Attempting to place the "Lost Journal Fragment" into an archive bookshelf (which is the base item and shouldn't ever go in them) no longer causes the game to crash

Spells in spell staves can be switched out at any time, though the charge in the staff will remain the same, and will eventually run out.

Spell random key now syncs when opening the Inscription Table, so the incorrect recipe bug should be fixed, as should the duplicate recipe bug.

Added more placeholder content for the story that can be placed in bookshelves

Nerfed ender bolt teleport capabilities

Sped up the tick rate of NPC mage AI while making a small refactor to keep processor use low (they are smarter and react more quickly)

NPC mage spells will no longer damage creepers, meaning they won't set them off when fighting

White mages will no longer fight each other

Completely changed NPC mage spawning. Mage power levels are now based on average player magic level within 250 blocks. What this means:

From average level 0-7 you will not see NPC mages at all, light or dark.

From level 8 through 14 you will see diminished NPC mages.

Starting from average level 15 you will start to see infrequent normal casting mages. This chance will increase as the average mage level of players increases (max 30% chance).

Starting from average level 30 you will start to see infrequent Augmented casting mage NPCs. This chance will increase as you get closer to 50 (max 40% chance). Normal casting mages continue to be more common as well. Be prepared.

Lore books now have an icon

Any UI that can accept a keystone now refuses to open unless you already have the matching keystone in your inventory

Version Beta 5.36.017 (hotfix)

Hotfix for logging out with armor on cooldown and being unable to log back in

Version Beta 5.36.016

Certain augmented effects now apply in Spell Creation

Created Spells' mana cost reworked

Lab Apparatus now plays a role in Spell Creation, though the content is still lacking

Bookshelves only work for spell creation if i) they have a story and ii) the story is complete in the bookshelf.

instability gained is lower the more apparatus you have

ill effect chance is lower the more apparatus you have

apparatus has to be within 8 blocks of the pure vinteum crystal in order to affect the creation process

Ill effect range has been extended; you can no longer stand on the edge of the spell vortex and avoid ill effects

Created Spells no longer lose their effects when shift clicking them in/out of a spell book.

Spell recipes should sync perfectly now

Stories do not have an icon yet. Please don't report it as a bug!

Any block that can accept a Keystone will refuse to open its GUI to a player who does not have the matching Keystone in their inventory

Astral Barriers, Seer Stones, and Magic Fabricators now sync their inventories to clients on creation. This means their effects should display correctly without needing to open their UI.

Keystone Receptacles can no longer be used to break through bedrock

Keystone Receptacles can be turned off by right clicking them while they are on.

Tower Guardian spawning has been fixed

Anything else I did that I forgot to mention here.

Mana potions have new icons. Same recipes as always.

The client attempts to recognize when it is no longer synchronized with the server and attempts to re-sync when that happens.

Version Beta 5.32.092

Spell Crafting and other things

Version Beta 5.32.272

Re-wrote the power system from the ground up

This will cause a longer initial load time, however, it will allow the game to be more stable and run faster once loaded

Fixed a bug where loading AM extended properties would crash

Fixed a bug that caused magic levels and known spells to be lost

Fixed compatibility issues with Factorization and Harken Scythe

Lowered the mana cost for Clarivoyance significantly

Lowered the rate at which the Light Nexus generates power

Fixed the issue with the Growth spell where it won't work on crops

Version Beta 5.32.268

no longer a Coremod (split Ars Magica and MCore into 2 files)

added cooldowns for certain spells

Re-balanced several spells

fixed some AI bugs that caused strange behaviour

1.4.6 compatibility

Version Beta 5.25.025 (CB)

Fixed Essence Refiner deleting items on world load

Fixed Summon Shadow's server crash, for real this time.

Summon Shadow no longer causes you to lose your skin when it dies

Fixed stream overflow bug on servers

Version Beta 5.25.022 (Closed Beta)

Bug Fixes

Fixed incorrect Seer Stone Recipe

Hecate Tails Disappear when invisible

Fixed Novice Armor Texture

Summoning your shadow no longer crashes a server

Mana creepers no longer randomly explode

Entities extending EntityDragonPart no longer cause the game to crash when struck by a spell projectile

magic shield has been fixed and now offers a flat 25% damage reduction save for out of world, drown, in wall, etc. types of damage

fire shield now offers fire resistance of 50%

water shield reduces drown damage by 50%

mana bar no longer covers the chat window

recall now displays the current mana cost for your distance and casting mode

opening your inventory will show your current mana

fixed calefactor duplication bug

the nexus now applies a mana regeneration buff to players who pass through it when at 10% charge or higher.

the buff icon is intentional.

Version Beta_3.03

Re-designed the wisp

Fixed wisp and lich pathfinding

Armor procs no longer crash the server

Improved spell caster AI to be more intelligent and more efficient (less laggy)

Fixed water breathing on helmets not proccing

metadata is preserved on items dropped from closed GUIs or destroyed blocks

The fabricator no longer crashes the server

In-game GUIs can no longer be used to duplicate items

Added several new particle effects and aura options as prep for upcoming spell additions

Version Beta_3.02

Greatly reduced the spawn rate of mages in the world and removed their ability to place runes on the ground. This should help reduce the server lag.

Mages should only spawn at night, as intended

Mages have a 10% chance to spawn with normal casting mode enabled rather than diminished

Mages casting modes can be determined by the color of their spell book

White mages have cyan books for diminished, blue for normal, and white for augmented

Dark mages have orange books for diminished, red for normal, and black for augmented

Re-balanced armor infusion mana cost on all tiers

Re-balanced armor infusion repair speed on all tiers

Re-balanced armor protection amounts. Novice armor will now protect from a creeper explosion at full health, but will likely be destroyed if point blank. This balance is for Normal - Hard will have more severe effects. Protection increases from there.

Armor leggings will no longer protect infinitely from fire, but the cooldown is lower for fire protection than it is for lava protection. (1/10 the cooldown)

Fixed a bug where attacking a wisp would cause the game to crash

Version Beta_3.01

hotfix for log file bloating issue

Version Beta_3.00

MULTIPLAYER!

Meteor jump now works properly in both creative and survival mode

Speed modifying effects like haste and frost slow now work properly

Buffs have had their icons fixed

Mage tower generation has been greatly improved - not perfect yet, but it's much better.

The arcane empowerment table now renders properly in the inventory

The inscription table now renders properly in the inventory

full item and block ID configuration via the config file

Beta particles! (Explained later)

Mana elemental and hecate FPS drop has been fixed

Chain lightning has been fixed

the few known game-crashing bugs have been fixed

Non-craftable spells will not show up in chest loot. For real this time.

Added chests to some of the towers that didn't have them

Spell books have been tweaked to work better in MP

You no longer go up a level when you die.

Version Beta_2.99

Spell book UI has been fixed

Applying dye to a spell book no longer causes it to lose contents

Spell recipes are now saved properly in a spell book

Archmage towers have been re-implemented! They no longer will crash the game.

Summed Skeleton has been re-textured

Magic fabricator no longer needs to be opened in between crafts

Magic fabricator properly puts items in nearby chests

Water shield turns flowing lava into cobblestone instead of obsidian

Non-craftable spells should no longer show up in random recipes

Earth shift up and down have been tweaked to be more "intelligent"

Spell descriptions now wrap to new lines and are a different color

Blue chalk can now only be used once, as intended

Summon dryad no longer summons an unkillable clone of itself

Aqua can no longer place water in the nether

Fire bolt lights blocks on fire more like you would expect

offensive spells will affect the ender dragon

Death penalty has been lessened. Number of levels lost on death is now configurable, as is whether or not you lose your affinity.

Mark location now persists through death

A bug where the spell book would lose its contents if the spell book used to open the GUI was moved from its original slot while the GUI was still open has been fixed. The spell book can no longer be moved in the GUI and is replaced with a red 'x'.

the mana curve has been re-implemened and re-balanced

Several game-crashing bugs have been fixed

Version Beta_2.92

Archmage Towers were removed due to a CTD causing bug

Armor defense has been re-balanced

Beta Tester Auras no longer show for the current player in first-person. Other player's auras are still visible.

Emeralds and Emerald blocks no longer cause the game to crash when thrown in a nexus

Caster GUI has been fixed

Magic Fabricator GUI has been fixed

Summoned entities now attack Ghasts. Also, they no longer warp around when in combat.

Caster level and mana now save properly when exiting the world

Inscription Table no longer creates 'ghost' items when exiting the GUI while there are still items in it

Version Beta_2.83

Infusion costs have been halved so that taking damage is not crippling mana-wise.